Game browsing

ABSTRACT

Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player&#39;s player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player&#39;s perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/370,894, filed on Dec. 6, 2016, which is a divisional of U.S. patentapplication Ser. No. 14/607,238, filed on Jan. 28, 2015, titled GAMEBROWSING, which is a continuation of U.S. Pat. No. 8,961,302, filed onJul. 20, 2012, titled GAME BROWSING, which application is hereinincorporated by reference.

BACKGROUND

To switch to a new video game, media may need to be removed from a gameconsole and new media inserted. Once the new media is inserted, the gamemay be loaded from passive or secondary memory (e.g., the game media)into the game console's active memory before the player is able to beginplay. Currently, a similar process occurs with an online game service.Once the player makes a request to play a game through an onlineservice, the servers that provide the online game service load aninstance of the requested game from secondary storage into an activememory for the server. The player may then play once the game is in theactive memory.

SUMMARY

This summary is provided to introduce a selection of concepts in asimplified form that are further described below in the detaileddescription. This summary is not intended to identify key features oressential features of the claimed subject matter, nor is it intended tobe used in isolation as an aid in determining the scope of the claimedsubject matter.

Embodiments of the present invention allow players to instantly accessand begin playing games through an online service. To make the gamesinstantly available, the online service keeps instances of games runningin active memory waiting for a player to be added. The game instancesrunning in active memory are not attached to a player profile or an I/Ochannel from a game client. Once the player requests a game, theplayer's player profile is loaded into the running game instance and anI/O channel is mapped from the game client to the game instance. Thus,the game instance may be running without a player profile or I/Ochannel. The player profile may include a language packet that specifiesthe language in which game features should be presented. This allows asingle preloaded game instance to accommodate different language needs.

From the player's perspective, the preloaded game instances allow theplayer to browse directly from game to game with very little delay.Instead of waiting for a game to be loaded into active memory, theplayer is dropped almost instantly into an active play state. This alsoallows a player to browse from game to game, similar to surfing betweentelevision channels. In one embodiment, the player is able to browsebetween full versions of games that they have purchased or have alicense to play through a subscription to a game service. In anotherembodiment, the player is able to surf through game demos that may belimited to a particular level or set of features.

To optimize the usage of server-side resources, historical usage datamay be analyzed to anticipate demand for different games. Games withhigher demand may have more game instances ready for players to drop in.Games with less demand may have fewer active game instances runningwaiting for players to drop in. The number of instances of various gamesmay be different based on the location of a particular server and theplayers serviced by the server.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the invention are described in detail below withreference to the attached drawing figures, wherein:

FIG. 1 is a block diagram of an exemplary computing environment suitablefor implementing embodiments of the invention;

FIG. 2 is a diagram of an online gaming environment, in accordance withan embodiment of the present invention;

FIG. 3 is a diagram of an game service for game browsing and instant-onavailability, in accordance with an embodiment of the present invention;

FIGS. 4 is a diagram of a game execution environment that is runningactive game instances with players connected and preloaded active gameinstances without players connected, in accordance with an embodiment ofthe present invention;

FIG. 5 is a diagram that illustrates adding a new player within a gameexecution environment that is running active game instances with playersconnected and preloaded active game instances without players connected,in accordance with an embodiment of the present invention;

FIG. 6 is a diagram that illustrates moving a player from one level tosecond level within a game execution environment that is running activegame instances with players connected and preloaded active gameinstances without players connected, in accordance with an embodiment ofthe present invention;

FIG. 7 is a diagram illustrating resource allocation within a gameexecution environment that is running active game instances with playersconnected and preloaded active game instances without players connected,in accordance with an embodiment of the present invention;

FIG. 8 is a diagram illustrating updated resource allocation within gameexecution environment that is running active game instances with playersconnected and preloaded active game instances without players connected,in accordance with an embodiment of the present invention;

FIG. 9 is a flow chart showing browsing between game play of multiplegames, in accordance with an embodiment of the present invention;

FIG. 10 is a flow chart showing instant on-game browsing within a gameservice, in accordance with an embodiment of the present invention; and

FIG. 11 is a flow chart showing browsing between game play of multiplegames, in accordance with an embodiment of the present invention.

DETAILED DESCRIPTION

The subject matter of embodiments of the invention is described withspecificity herein to meet statutory requirements. However, thedescription itself is not intended to limit the scope of this patent.Rather, the inventors have contemplated that the claimed subject mattermight be embodied in other ways to include different steps orcombinations of steps similar to the ones described in this document inconjunction with other present or future technologies. Moreover,although the terms “step” and/or “block” may be used herein to connotedifferent elements of methods employed, the terms should not beinterpreted as implying any particular order among or between varioussteps herein disclosed unless and except when the order of individualsteps is explicitly described.

Embodiments of the present invention allow players to instantly accessand begin playing games through an online service. To make the gamesinstantly available, the online service keeps instances of games runningin active memory waiting for a player to be added. In a running state,the game objects in active memory are accessible and manipulable by aprocessing device that executes the game. Active memory contrasts withsecondary memory in which game objects may be stored passively whilethey are not manipulable in a game action.

The game instances running in active memory are not attached to a playerprofile or an I/O channel from a game client. Once the player requests agame, the player's player profile is loaded into the running gameinstance and an I/O channel is mapped from the game client to the gameinstance. Thus, the game instance may be running without a playerprofile or I/O channel. The player profile may include a language packetthat specifies the language in which game features should be presented.This allows a single preloaded game instance to accommodate differentlanguage needs.

From the player's perspective, the preloaded game instances allow theplayer to browse directly from game to game with very little delay.Instead of waiting for a game to be loaded into active memory, theplayer is dropped almost instantly into an active play state. This alsoallows a player to browse from game to game, similar to surfing betweentelevision channels. In one embodiment, the player is able to browsebetween full versions of games that they have purchased or have alicense to play through a subscription to a game service. In anotherembodiment, the player is able to surf through game demos that may belimited to a particular level or set of features. When selecting only asingle game, rather than switching between games, embodiments of theinvention may be described as providing an instant-on experience for theuser.

To optimize the usage of server-side resources, historical usage datamay be analyzed to anticipate demand for different games. Games withhigher demand may have more game instances ready for players to drop in.Games with less demand may have fewer active game instances runningwaiting for players to drop in. The number of instances of various gamesmay be different based on the location of a particular server and theplayers serviced by the server.

Having briefly described an overview of embodiments of the invention, anexemplary operating environment suitable for use in implementingembodiments of the invention is described below.

Exemplary Operating Environment

Referring to the drawings in general, and initially to FIG. 1 inparticular, an exemplary operating environment for implementingembodiments of the invention is shown and designated generally ascomputing device 100. Computing device 100 is but one example of asuitable computing environment and is not intended to suggest anylimitation as to the scope of use or functionality of the invention.Neither should the computing device 100 be interpreted as having anydependency or requirement relating to any one or combination ofcomponents illustrated.

The invention may be described in the general context of computer codeor machine-useable instructions, including computer-executableinstructions such as program components, being executed by a computer orother machine, such as a personal data assistant or other handhelddevice. Generally, program components, including routines, programs,objects, components, data structures, and the like, refer to code thatperforms particular tasks, or implements particular abstract data types.Embodiments of the invention may be practiced in a variety of systemconfigurations, including handheld devices, consumer electronics,general-purpose computers, specialty computing devices, etc. Embodimentsof the invention may also be practiced in distributed computingenvironments where tasks are performed by remote-processing devices thatare linked through a communications network.

With continued reference to FIG. 1, computing device 100 includes a bus110 that directly or indirectly couples the following devices: memory112, one or more processors 114, one or more presentation components116, input/output (I/O) ports 118, I/O components 120, and anillustrative power supply 122. Bus 110 represents what may be one ormore busses (such as an address bus, data bus, or combination thereof).Although the various blocks of FIG. 1 are shown with lines for the sakeof clarity, in reality, delineating various components is not so clear,and metaphorically, the lines would more accurately be grey and fuzzy.For example, one may consider a presentation component such as a displaydevice to be an I/O component 120. Also, processors have memory. Theinventors hereof recognize that such is the nature of the art, andreiterate that the diagram of FIG. 1 is merely illustrative of anexemplary computing device that can be used in connection with one ormore embodiments of the invention. Distinction is not made between suchcategories as “workstation,” “server,” “laptop,” “handheld device,”etc., as all are contemplated within the scope of FIG. 1 and referenceto “computer” or “computing device.”

Computing device 100 typically includes a variety of computer-readablemedia. Computer-readable media can be any available media that can beaccessed by computing device 100 and includes both volatile andnonvolatile media, removable and non-removable media. By way of example,and not limitation, computer-readable media may comprise computerstorage media and communication media. Computer storage media includesboth volatile and nonvolatile, removable and non-removable mediaimplemented in any method or technology for storage of information suchas computer-readable instructions, data structures, program modules orother data. Computer storage media includes, but is not limited to, RAM,ROM, EEPROM, flash memory or other memory technology, CD-ROM, digitalversatile disks (DVD) or other optical disk storage, magnetic cassettes,magnetic tape, magnetic disk storage or other magnetic storage devices,or any other medium which can be used to store the desired informationand which can be accessed by computing device 100. Computer storagemedia does not comprise a propagated data signal. Communication mediatypically embodies computer-readable instructions, data structures,program modules or other data in a modulated data signal such as acarrier wave or other transport mechanism and includes any informationdelivery media. The term “modulated data signal” means a signal that hasone or more of its characteristics set or changed in such a manner as toencode information in the signal. By way of example, and not limitation,communication media includes wired media such as a wired network ordirect-wired connection, and wireless media such as acoustic, RF,infrared and other wireless media. Combinations of any of the aboveshould also be included within the scope of computer-readable media.

Memory 112 includes computer-storage media in the form of volatileand/or nonvolatile memory. The memory 112 may be removable,nonremovable, or a combination thereof. Exemplary memory includessolid-state memory, hard drives, optical-disc drives, etc. Computingdevice 100 includes one or more processors 114 that read data fromvarious entities such as bus 110, memory 112 or I/O components 120.Presentation component(s) 116 present data indications to a player orother device. Exemplary presentation components 116 include a displaydevice, touch screen, speaker, printing component, vibrating component,etc. I/O ports 118 allow computing device 100 to be logically coupled toother devices including I/O components 120, some of which may be builtin. Illustrative I/O components 120 include a microphone, joystick, gamepad, satellite dish, touch screen, scanner, printer, wireless device,etc.

Exemplary Online Gaming Environment

Turning now to FIG. 2, an online gaming environment 200 is shown, inaccordance with an embodiment of the present invention. The onlinegaming environment 200 comprises various game clients connected througha network 220 to a game service 230. Exemplary game clients include agame console 210, a tablet 212, and a personal computer 214. Use ofother game clients, such as smart phones, are also possible. The gameconsole 210 may have one or more game controllers communicativelycoupled to it. In one embodiment, the tablet 212 may act as a inputdevice for a game console 210 or a personal computer 214. In anotherembodiment, the tablet 212 is a standalone game client. Network 220 maybe a wide area network, such as the Internet.

Game service 230 comprises multiple computing devices communicativelycoupled to each other. In one embodiment, the game service 230 isimplemented using one or more server farms. The server farms may bespread out across various geographic regions including cities throughoutthe world. In this scenario, the game clients may connect to the closestserver farms. Embodiments of the present invention are not limited tothis setup.

The game service 230 allows the game to be executed within the computingdevices provided by the game service 230. A communication sessionbetween the game service and game clients caries input traffic to thegame service 230 and returns a rendered game image. In this embodiment,a computing device that is part of the game service executes the videogame code using a control stream generated by input devices associatedwith the various game clients. The rendered video game is thencommunicated over the network to the game client where the rendered gameis output for display.

Exemplary Game Service for Game Browsing and Instant-On Availability

Turning now to FIG. 3, an exemplary game service 300 for game browsingand instant-on availability is shown, in accordance with an embodimentof the present invention. It will be understood and appreciated by thoseof ordinary skill in the art that the computing environment shown inFIG. 2 is merely an example of one suitable computing environment and isnot intended to suggest any limitation as to the scope of the use orfunctionality of the present invention. Neither should the computingenvironment be interpreted as having any dependency or requirementrelated to any single component/module or combination ofcomponent/modules illustrated therein. The game service 300 may besimilar to the game service 230 described previously with reference toFIG. 2. The game service 300 comprises a connection manager 310, aplayer profile data store 320, a browsing experience manager 330, a gamemanager 340, a game data store 350, a game demand component 360, and agame execution environment 370.

The connection manager 310 manages connections between the game service300 and various game clients that connect to the game service. Theconnection manager 310 may set up and authorize communication sessionsbetween the game service 300 and the game clients. In addition, theconnection manager 310 may authenticate the player and grant access tosome or all of the experiences provided by the game service 300. Theconnection manager 310 may perform various security and encryptionfunctions. For example, the connection manager 310 may manage passwordsand player names for authorized players. The connection manager 310 mayalso route players to server farms in geographic proximity to theplayer's location. The location of the player may be identified throughan IP address or other mechanism, including a player profile. Throughoutthis description, the terms player and players are used interchangeably.

The player profile data store 320 may work in conjunction with theconnection manager 310 to build and store player information. Part ofthe player profile may comprise demographic and financial informationsuch as a player's name, address and credit card information or othermechanism for paying for or purchasing games and experiences provided bythe game service 300. In addition, the player profile data store 320 maystore a player's progress within an individual game. As a playerprogresses through a game, the player's score and access to game levelsmay be stored. Further, the player profile data store 320 may compriseinformation about individual player preferences such as languagepreferences. Information regarding a player's game client and speed ofthe network connection may also be stored and utilized to optimize thegaming experience. For example, in one embodiment, when a geographicallyproximate server farm is busy, players with higher latency Internetconnections may be preferentially connected to proximate server farmswhile players with lower latency connections may be connected to serverfarms that are further away. In this way, the players with the networkconnections that are best able to handle the additional latency areconnected to server farms that create additional latency through theirlocation.

The player profile data store 320 may also store a usage history for theindividual player. A player's history of purchasing games, samplinggames, or playing games through a game service that does not require thepurchase of the games may be tracked and stored. This usage informationmay be used to suggest games to an individual player that may interestthem. In one embodiment, the purchase history may include games that arenot purchased through the game service. For example, the purchasehistory may be augmented by the player entering in a key from a gamepurchased in a retail store. In some embodiments, the player may thenhave access to that game both on their game client and through the gameservice when they are no longer at their game client.

The browsing experience manager 330 enables a browsing function for theplayer. Though described as a browsing interface, the interface may alsoprovide instant-on access to a game. Instant-on access is a singleinstance of selecting a game, while browsing may repeat the instant-onprocess to allow the use to switch between games or game levels. Thebrowsing function allows the player to surf directly into various games.As has been explained briefly and will be explained in more detailsubsequently, the player may select a game and be dropped into a runninginstance of the game at a playable state. This allows the player toimmediately play a selected game. As used herein, “playable” means ableto manipulate game characters and objects within the selected game.Playable does not mean showing a preview video or some other previewfunction that is less than the main part of the game.

The browsing experience manager 330 generates a browsing interfacethrough which a player may select games. The browsing interface may begenerated by the gaming server and communicated to the game client. Inanother embodiment, a browsing application is downloaded to the gameclient and browsing data is communicated to the application. Embodimentsof the present invention are not limited by how the browsing interfaceis generated on the client. The browsing interface provides a playerwith a mechanism for selecting games that are available through the gameservice. The browsing interface may allow the player to select games bycategory. Further, the browsing interface may segregate games based ongames that the player has full access to, such as those that have beenpurchased or are part of a gaming plan, and those which can be previewedand purchased in the future, or may be part of an expanded gamingpackage. In one embodiment, the player's gaming history and preferencesmay be used to show games that the player is most likely to beinterested in playing. The player may be able to explicitly selectfavorites. The browsing interface may also provide various gamingutility functions, such as the ability to pause a game, save a game, andset player preferences.

In one embodiment, the browsing interface may be displayed in severaldifferent states. For example, there may be a full state through whichthe player can access preferences and other utilities. There may be alighter state, which takes up less display area, through which theplayer may be shown game previews and select games. Further, there maybe a minimized state that takes up little or, in some cases, no displayspace. For example, the browsing interface may be minimized to an iconvisible in the overall gaming experience. In another embodiment, theminimized browsing interface is surfaced upon an explicit command by theplayer and no icon is shown. In another embodiment, the browsinginterface may be closed when a game is selected and pushing the menubutton or some other function will surface the browsing interface toallow the player to make another selection.

When browsing between games, the player's progress is saved. Forexample, the player could select a first game and be dropped into it.Once the player plays for a few minutes and advances through a level orearns other achievements, the player may simply browse into a secondgame into which the player is immediately dropped and the progress inthe first game is automatically saved. The player does not have toexplicitly request that the progress be saved. As mentioned previously,the game progress may be updated within the player profile data store320. In this way, the player can quickly navigate between games withouthaving to save a game or specify a progress point to start the game. Thegame can just pick up where the player left off

The game manager 340 manages players' connections into active games andmaintains inactive games in a running state that are ready for theplayer. The inactive games may be described as preloaded into an activestate in active memory. In one embodiment, there are individual gamemanagers for each game available through the game service. Taking asingle game as an example, the game manager will preload a designatednumber of games, perhaps as determined by the game demand component 360,that are ready for a player to be dropped into for immediate play. Thegame manager 340 also manages active games. In one embodiment, a playermay connect to a game through the game manager 340. In other words, thegame manager 340 may act as a gatekeeper for communications andconnections between individual game instances. When a player drops outof a game, an instruction may go to the game manager to retrieve andsave the player's progress into the player's profile within playerprofile data store 320. Once a player drops out of a game, the game maybe shut down by the game manager 340 and a new preloaded game may beactivated in place of the closed game.

The game data store 350 stores available games. The games may beretrieved from the data store and activated through an active memory.The game data store 350 may be described as passive or secondary memory.In general, games may not be played off of the game data store 350.However, in some embodiments, the secondary memory may be utilized asvirtual memory, in which case portions of the game data store 350 mayalso serve as active memory. This illustrates that active memory is notnecessarily defined by a particular hardware component, but is definedby the ability of the game resources to actively manipulate and accessobjects within the memory to execute the game.

The game demand component 360 analyzes the usage data to determine,among other things, how many preloaded instances of a particular gameshould be available. In general, games with a high demand will have morepreloaded instances of a game available. Preloading a game into activememory may take a minute or two; thus, games with high churn in and outmay also require more preloaded instances of games to be available. Theamount of time it takes to preload a game into active memory may also beconsidered. Games that load comparatively quickly may require less inactive memory because additional games can be added to active memorymore quickly as demand changes and as players select the game. In otherwords, games with a slower load time require more available games.

The game demand component 360 may also provide information used by gamemanager 340 or other components to allocate server resources to aparticular game. Server resources allocated to a particular game includethe resources needed to execute and for players to play however manygame instances that are active as well as the preloaded game instancesthat have no player connected. As demand for various game changes overtime, the allocation of resources to games can be adjusted. Further,historical usage data may be utilized to anticipate changes. Forexample, if a first game is played more heavily between 10:00 p.m. andmidnight than a second game that is played more heavily during the daythen resources may be switched between the second and first game for the10:00 p.m. to midnight period.

The game demand component 360 may provide different allocations ofpreloaded games and projected overall game usage to different serverfarms based on the demographics of the players likely to be served bythe server farm. For example, if a particular game is popular in theNorthwest of the United States, then more resources may be allocated tothat game within server farms located in the Northwest. On the otherhand, games that are more popular in the Southeast may havecomparatively more resources allocated to running those games withinserver farms located in the Southeast.

The game demand component 360 may provide the game demand information tothe game manager as well as the browsing experience manager 330. In oneembodiment, when the resources allocated to a particular game are maxedout so that a player is not able, on a temporary basis, to drop inimmediately to the game, the browsing experience manager 330 is notifiedand that game is temporarily removed from the browsing interface. Thisprevents a player from selecting a game and having a delay beforeplaying. Once the new games have been added by the game manager 340,then a new notification is sent and that game is added to the list ofgames available through the browsing interface. The availabilityanalysis may be very granular based on the server farm to which a playeris currently connected. In another embodiment, the demand and usageacross the entire game service and all server farms that comprise thegame service is evaluated and upon selecting a game, a player may betransitioned to a different server farm that has availability to playthat game. The transition may be handled by connection manager 310.

The game execution environment 370 comprises the gaming resourcesrequired to execute instances of a game. These are the resourcesdescribed previously that are managed by the game manager 340 and othercomponents. The game execution environment 370 comprises active memoryalong with computing and video processing. The game executionenvironment 370 receives gaming controls through an I/O channel andcauses the game to be manipulated and progressed according to itsprogramming. In one embodiment, the game execution environment 370outputs a rendered video stream that is communicated to the game client.In other embodiments, the game execution environment 370 outputs gamegeometry, or other representations, which may be combined with localobjects on the gaming client to render the gaming video.

Turning now to FIG. 4, a game execution environment 428 that is runningactive game instances with players connected and preloaded active gameinstances without players connected, is illustrated in an accordancewith an embodiment of the present invention. The game executionenvironment 428 may be similar to the game execution environment 370described previously. The game execution environment 428 may be part ofa game service such as described previously with reference to FIGS. 2and 3. For the sake of simplicity, other components within the gameservice are not shown. The game execution environment 428 is connectedto various game clients through network 420. As mentioned previously,other components such as authorization and connection managementcomponents and game managers may route communications between thenetwork 420 and the game execution environment 428.

As can be seen, player A on client device 410, player B on client device412, and player C on client device 414 are connected to the gameexecution environment 428. Specifically, player A is connected to gameinstance one 430 at level one. Game instance two 432 is connected withplayer B and is at level two. Game instance three 434 is at level fiveand is connected with player C. As mentioned previously, when playersare connected, their player profile information and other I/O channeldetails may be incorporated into the active game to allow them toactually play the game.

Several active game instances are running within the game executionenvironment 428 but do not have players connected. In each case, thereis no player and no I/O channel associated with the actively runninggame. Game instance four 440 is actively running and waiting at thestart of the game. Game instance five 442 is similarly waiting without aplayer and waiting at the start of the game. Game instance six 444 isalso waiting at the start of the game. Game instance seven 446 isactively running at level ten. This means that a player that is droppedinto the game instance seven 446 would be immediately able to play levelten of the game.

Some games are very large and only portions of such games are held inthe active memory. Having active instances of games at different levelsmay allow a player to browse directly from level to level without havingto wait for the new level to load into the active memory. Game instanceeight 448 is preloaded and actively running at level twelve with noplayer and no I/O connection.

Turning now to FIG. 5, the addition of a new player, player D 514, tothe game execution environment 428 is illustrated, in accordance with anembodiment of the present invention. As can be seen, most features ofFIG. 5 are similar to those described previously with reference to FIG.4. Players A, B and C are all connected to the same game instance theywere previously connected to. In this case, player D on client device514 has been dropped into what was previously game instance four 440. InFIG. 5 this game instance is shown as game instance 540 with player Dconnected. Now that a player has been dropped into one of the preloadedgame instances, a new instance of the preloaded game (not shown) may beactivated by a game manager or other component to maintain the samenumber of standby games.

Turning now to FIG. 6, a player browsing between different levels of agame is illustrated, in accordance with an embodiment of the presentinvention. In FIG. 6, player A is moved from level one of game one intolevel ten of game one by changing game instances. The player may haverequested a new level through a selection on a browsing interfacedisplayed at the player's game client 410. The browsing interface mayshow different games to play as well as different levels of individualgames for the player to select.

Once the request to change levels is received, player A is connected toa preloaded active instance of game one running at the requested level.In this case, the player was added to instance seven 446, which waspreloaded to run at level ten. The modified game instance 646, shownwith player A connected, illustrates that player A has been connected tolevel ten in a new game instance. Once connected, the player is able toplay at level ten without delay. Without delay may mean less than twoseconds from making the request. Updated game instance one 630 indicatesthat the player is being dropped. As part of the dropping process, theplayer's I/O channel is removed and may be transferred to game instanceseven 646 and the player's progress may be saved.

Once a player has been removed from an active game instance, the gameinstance may be reset to its default position waiting for a new player,for example at the start of the game, or may be torn down completely. Iftorn down, a new instance of the game may be spun up or activated at thedefault level, such as at the start of the game. Once the player browsesinto level ten, a new preloaded instance of game one at level ten may bepreloaded into active memory. This instance is not shown in FIG. 6.

In one embodiment, the determination of whether or not to make gameinstances available at different levels is determined based on the sizeand complexity of the game and different game levels. The longer ittakes to switch between levels, as a result of the level size, the moregame instances may be made available at different levels. For example,if by default the first nine levels are loaded into active memory andthe game is twenty levels long, then game instances starting at levelten may be on standby. If an entire game is loaded into active memoryand levels are easy to switch between then preloaded game instances mayjust wait at the start. In one embodiment, historical usage data showingwhat level people start at, is used to determine what level preloadedgame instances should wait at.

Turning now to FIG. 7, the management of gaming resources within thegaming environment 700 is illustrated, in accordance with an embodimentof the present invention. The gaming environment 700 may be similar tothe gaming environments described previously. In this case, resourcesare allocated to four different games. Only four games are shown for thesake of simplicity. As mentioned, the resources may include servers,portions of servers or other portions of resources that are allocated toa particular game.

In FIG. 7, game one 710 is allocated a certain number of resources thatallows it to run ten active games 712, three inactive games instancesstanding by at the start 714, one standing by at level two 716, onestanding by at level three 718, and one standing by at level four 720.Game two 730 has the resources necessary to run 25 active games 732,have ten standing by at the start 734, have one standing by at level two736, have two standing by at level four 738, have ten standing by atlevel nine 740, and two standing by at level twenty 742.

Game three 750 has the resources available to have eight active games752 and two on standby 754. Game four 760 may have the resourcesallocated to run five active games 762, ten standing by at start 764,one standing by at level two 766, two standing by at level three 768,four standing by at level four 770, one standing by at level five 772,and one standing by at level six 774.

The allocation shown in FIG. 7 may be guided by a demand analysis thattakes into account both current usage and historical usage. The demandanalysis may start with historical usage to determine the number ofactive games and standby games that should be expected for a particulargame. However, when the actual usage deviates beyond a threshold amountfrom the anticipated usage, the resources allocated to run instances ofvarious games may be reallocated to other games that have experiencedgreater than the anticipated amount of usage. This adjustment is shownin FIG. 8.

Turning now to FIG. 8, an adjusted resource allocation 800 is shown, inaccordance with an embodiment of the present invention. In this case,resources allocated to run instances of game four 760 have beenreallocated to run instances of game three 750. In particular, gamethree now has the resources to run three games on standby at the start854 and two standing by at level two 856. The resources allocated togame four 760 have been reduced so that there are only three instanceson standby at the start 864.

Instant-On and Game Browsing Methods

Turning now to FIG. 9, a method 900 of browsing between game play ofmultiple games is shown, in accordance with an embodiment of the presentinvention. As mentioned previously, the browsing requests may be madethrough an interface displayed on a gaming client. The interface may begenerated by a game service or on an application running on a gamingclient.

At step 910, a game instance for each of a plurality of games ispreloaded to a running state with an active memory on a game server,from which the game instance is playable on a game client. As mentionedpreviously, the game client may connect to the game server over anetwork. Various authentication procedures may be used before allowingthe game client to connect with the game server. Further, the gameclient may be operated by a player that is associated with a playerprofile. The player profile may be associated with the game client for aparticular gaming session. As mentioned previously, in a running state,the game objects in active memory are accessible and manipulable by aprocessing device that executes the game. Active memory contrasts withsecondary memory in which game objects may be stored passively whilethey are not manipulable in a game action.

Subsequent to the preloading, at step 920, a request from a game clientto play a first game is received at the gaming server. As mentioned, therequest may be generated through a game browsing interface. The gamerequest is received after a game instance has been preloaded and isready for a player.

At step 930, the game client is connected to a playable part of apreloaded instance of the first game by adding player profileinformation to the preloaded instance of the first game. The preloadedinstance of the first game is one of the preloaded game instancesdescribed within step 910. In one embodiment, the player profileinformation comprises player preferences and progress for the firstgame. Adding profile information allows the player to start the firstgame based on previous progress. The player profile information may alsocomprise a language preference in which case a language package isaccessed and added to the preloaded instance of the first game as partof adding the player profile information. In addition, an input outputchannel between the game client and the instance of the first game isestablished. This allows the player to manipulate the first game througha controller that is either part of the game client or connected to thegame client. Because the player profile may include game progress, theplayer may be dropped into the game and moved immediately to the middlepart of a particular level or portion of a game indicted in the gameprogress.

As mentioned previously, the number of game instances loaded at step 910may be determined by generating an anticipated demand for the pluralityof games by analyzing historical game play information. Historicaldemand may be used to specify the amount of games of each game instancefor each game that is uploaded in addition to the levels at which theymay be waiting. In addition to historical demand, the anticipated demandmay be adjusted through event awareness. For example, the demand for anewly released game may be set based on use of previous version of thegame or similar games when no historical usage data is available. Inanother case, demand for a football video game may be increased tocoincide the start of football season.

In embodiments of the present invention, a request from the client tojoin a second game may be received while the player is still playing thefirst game. At this point, any progress made in the first game may berecorded in the player's player profile and they may be connected to aplayable part of a preloaded instance of the second game. Again, theplayer profile information may be added to the preloaded instance of thesecond game to allow the player to play the second game.

Turning now to FIG. 10, a method 1000 of instant on game availabilitywithin a game service is shown, in accordance with an embodiment of thepresent invention. At step 1010, multiple game instances are preloadedto a running state in active memory without player-specific informationor a connection to a game control I/O channel. In other words, the gameinstances are running in active memory and are ready to be played oncean I/O channel from a game client is added and player-specificinformation is added. Preloaded information may include all game objectsneeded to play at least a portion of a game, for example the first fewlevels, except the player-specific information and the I/O channelconnection. Different amounts of game instances for different games maybe loaded based on anticipated demand for individual games. Once thegames are preloaded, a request from a game client may be received.Subsequent to receiving the request, the gaming client may be connectedto one of the preloaded instances of the game. In another embodiment,the request is received from a game client to play a particular level ofa preloaded game and they are added to a preloaded instance of a gamerunning at that level.

Turning now to FIG. 11, a method 1100 of browsing between game play ofmultiple games is shown, in accordance with an embodiment of the presentinvention. At step 1110, a game-browsing interface is output for displayon a game client. As mentioned previously, the game-browsing interfacemay be generated by an application running on a game client andconnected via network to a game service or the browsing interface may begenerated by the game service and downloaded to a gaming client.

At step 1120, a request to play a first game displayed on thegame-browsing interface is received. At step 1130, a first request tosurf into the first game is communicated from the game client to a gameserver that maintains a running instance of the first game in activememory. At step 1140, within two seconds of communicating the firstrequest, receiving rendered images from the first game with a characterthat is immediately manipulated through commands communicated over anI/O channel between the first device and the game server is received.Once received, the player is immediately able to play the game at therequested level. In one embodiment, while play is ongoing in the firstgame, a request to play a second game displayed on a game browsinginterface is received at the client device. A second request is thencommunicated from the game client to the game server to surf into thesecond game. Within two seconds, the players are able to manipulatecharacters within the second game through their game client. In otherwords, within two seconds, the player is dropped into the new game at apoint where they are able to play it. Similarly, in another embodiment,the player is able to surf or browse into a different level of the gamethey are currently playing without waiting for that portion of the gameto be voted into active memory because they are dropped into a preloadedgame instance waiting at that level.

Embodiments of the invention have been described to be illustrativerather than restrictive. It will be understood that certain features andsubcombinations are of utility and may be employed without reference toother features and subcombinations. This is contemplated by and iswithin the scope of the claims.

The invention claimed is:
 1. A computing system comprising: a processor;and computer storage memory having computer-executable instructionsstored thereon which, when executed by the processor, implement a methodof browsing between game play of multiple games, the method comprising:preloading a plurality of game instances for a video game to a runningstate within active memory on a game server, wherein the plurality ofgame instances run without player specific information or a connectionto a game-control input and output channel, from which the game instanceis playable on a game client, wherein a portion of the plurality of gameinstances are playable starting at a mid-game progress point within thevideo game.
 2. The computing system of claim 1, subsequent to saidpreloading, receiving, at the game server, a first request from the gameclient to play a first game; and connecting the game client to aplayable part of a preloaded instance of the first game by adding playerprofile information to the preloaded instance of the first game, whereinthe player profile information comprises player preferences and progressfor the first game.
 3. The computing system of claim 2, whereinconnecting further comprises adding an input and output channel for gamecontrols to the preloaded instance of the first game.
 4. The computingsystem of claim 1, wherein the mid-game progress point is a middle partof a level of a game.
 5. The computing system of claim 1, wherein themethod further comprises outputting a game-browsing interface throughwhich games within the plurality of games is selectable.
 6. Thecomputing system of claim 1, wherein the method further comprisesdetermining an anticipated demand for different starting points for thevideo games by analyzing historical game-play information and preloadingmultiple game instances to a running point at starting points thataccommodate the anticipated demand.
 7. The computing system of claim 1,wherein the method further comprises: receiving a request from a gameclient to join a new game when a user of the game client is connected toa first game; recording any progress made in the first game to a playerprofile associated with the user; and connecting the game client to aplayable part of a preloaded instance of the new game by adding playerprofile information for the user to the preloaded instance of the secondgame.
 8. A method of instant on-game availability within a game servicecomprising: preloading multiple game instances, which run without playerspecific information or a connection to a game-control input and outputchannel, to a running state in active memory, wherein a portion of themultiple game instances are playable starting at a mid-game progresspoint within the video game.
 9. The method of claim 8, wherein apreloaded game instance includes all game objects needed to play atleast a portion of a game.
 10. The method of claim 8, wherein themultiple game instances are for multiple game titles and differentamounts of game instances are preloaded based on anticipated demand forindividual game titles.
 11. The method of claim 10, wherein theanticipated demand is calculated for each server farm providing the gameservice.
 12. The method of claim 8, wherein the player profileinformation includes a language package that specifies in which languagegame features are presented.
 13. The method of claim 8, wherein themethod further comprises: subsequent to said preloading, receiving, afirst request from a game client to play a first game; and connectingthe game client to a playable part of a first level within a preloadedinstance of the first game.
 14. The method of claim 13, wherein themethod further comprises: receiving a second request from the gameclient to play a second level of the first game; and connecting the gameclient to a playable part of the second level within a differentpreloaded instance of the first game.
 15. The method of claim 13,subsequent to said connecting, receiving a request from the game clientto purchase the first game and outputting the first game for download tothe game client.
 16. The method of claim 8, wherein the method furthercomprises determining an anticipated demand for a plurality of games byanalyzing historical game-play information and selecting the multiplegame instances based on the anticipated demand.
 17. One or morecomputer-storage media having computer-executable instructions embodiedthereon that when executed by a computing device perform a method ofbrowsing between game play of multiple games, the method comprising:outputting for display, from a game client, a game-browsing interfacethat allows a user of the game client to make a request to join one of aplurality of running instances of a first game instance running inactive memory on a game server, wherein the first game instance isrunning at a mid-game progress point.
 18. The media of claim 17, whereinthe method further comprises: communicating a first request to join thefirst game instance at the mid-game progress point; and within twoseconds of communicating the request, receiving rendered images of thefirst game at the mid-game progress point with a character that isimmediately manipulated through commands communicated over an input andoutput channel between the game client and the game server.
 19. Themedia of claim 18, wherein the method further comprises: while play isongoing in the first game, receiving a second request to play a secondgame displayed on the game-browsing interface; communicating, from thegame client to a game server that maintains the running instances of thesecond game in active memory, the second request to surf into the secondgame; and within two seconds of said communicating the second request,receiving rendered images from the second game with a character that isimmediately manipulated through commands communicated over the input andoutput channel between the game client and the game server.
 20. Themedia of claim 18, where in the method further comprises: while play isongoing in the first game, receiving a second request to play a newlevel of the first game displayed on the game-browsing interface;communicating, from the game client to a game server that maintains therunning instances of the first game at the new level in active memory,the second request to surf into the new level of the first game; andwithin two seconds of said communicating the second request, receivingrendered images from the new level of the first game with a characterthat is immediately manipulated through commands communicated over theinput and output channel between the game client and the game server.